// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "EnemyBaseCharacter.generated.h"

UCLASS()
class SSHOOT_API AEnemyBaseCharacter : public ACharacter
{
	GENERATED_BODY()

public:
	// Sets default values for this character's properties
	AEnemyBaseCharacter();

	UPROPERTY(BlueprintReadWrite, EditAnywhere)
	FString Name;

	UPROPERTY(BlueprintReadWrite, EditAnywhere)
	TObjectPtr<UMaterial> Head;

protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

public:
	// Called every frame
	virtual void Tick(float DeltaTime) override;

	// Called to bind functionality to input
	virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;

	/**
	 * @brief 获取冷冷却时间
	 * @param UW 
	 */
	UFUNCTION(BlueprintImplementableEvent, BlueprintCallable)
	void Dead();


private:
	UFUNCTION(BlueprintCallable)
	void ClickEvent(UPrimitiveComponent* PrimComp, FKey InKey);
};

